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292 行
10 KiB
292 行
10 KiB
using UnityEngine;
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using MLAgents;
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[RequireComponent(typeof(JointDriveController))] // Required to set joint forces
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public class CrawlerAgent : Agent
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{
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[Header("Target To Walk Towards")][Space(10)]
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public Transform target;
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public Transform ground;
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public bool detectTargets;
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public bool targetIsStatic;
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public bool respawnTargetWhenTouched;
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public float targetSpawnRadius;
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[Header("Body Parts")][Space(10)] public Transform body;
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public Transform leg0Upper;
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public Transform leg0Lower;
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public Transform leg1Upper;
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public Transform leg1Lower;
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public Transform leg2Upper;
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public Transform leg2Lower;
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public Transform leg3Upper;
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public Transform leg3Lower;
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[Header("Joint Settings")][Space(10)] JointDriveController m_JdController;
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Vector3 m_DirToTarget;
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float m_MovingTowardsDot;
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float m_FacingDot;
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[Header("Reward Functions To Use")][Space(10)]
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public bool rewardMovingTowardsTarget; // Agent should move towards target
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public bool rewardFacingTarget; // Agent should face the target
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public bool rewardUseTimePenalty; // Hurry up
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[Header("Foot Grounded Visualization")][Space(10)]
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public bool useFootGroundedVisualization;
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public MeshRenderer foot0;
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public MeshRenderer foot1;
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public MeshRenderer foot2;
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public MeshRenderer foot3;
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public Material groundedMaterial;
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public Material unGroundedMaterial;
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bool m_IsNewDecisionStep;
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int m_CurrentDecisionStep;
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Quaternion m_LookRotation;
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Matrix4x4 m_TargetDirMatrix;
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public override void InitializeAgent()
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{
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m_JdController = GetComponent<JointDriveController>();
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m_CurrentDecisionStep = 1;
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m_DirToTarget = target.position - body.position;
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//Setup each body part
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m_JdController.SetupBodyPart(body);
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m_JdController.SetupBodyPart(leg0Upper);
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m_JdController.SetupBodyPart(leg0Lower);
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m_JdController.SetupBodyPart(leg1Upper);
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m_JdController.SetupBodyPart(leg1Lower);
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m_JdController.SetupBodyPart(leg2Upper);
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m_JdController.SetupBodyPart(leg2Lower);
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m_JdController.SetupBodyPart(leg3Upper);
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m_JdController.SetupBodyPart(leg3Lower);
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}
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/// <summary>
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/// We only need to change the joint settings based on decision freq.
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/// </summary>
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public void IncrementDecisionTimer()
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{
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if (m_CurrentDecisionStep == agentParameters.numberOfActionsBetweenDecisions
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|| agentParameters.numberOfActionsBetweenDecisions == 1)
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{
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m_CurrentDecisionStep = 1;
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m_IsNewDecisionStep = true;
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}
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else
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{
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m_CurrentDecisionStep++;
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m_IsNewDecisionStep = false;
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}
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}
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/// <summary>
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/// Add relevant information on each body part to observations.
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/// </summary>
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public void CollectObservationBodyPart(BodyPart bp)
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{
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var rb = bp.rb;
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AddVectorObs(bp.groundContact.touchingGround ? 1 : 0); // Whether the bp touching the ground
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var velocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.velocity);
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AddVectorObs(velocityRelativeToLookRotationToTarget);
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var angularVelocityRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(rb.angularVelocity);
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AddVectorObs(angularVelocityRelativeToLookRotationToTarget);
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if (bp.rb.transform != body)
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{
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var localPosRelToBody = body.InverseTransformPoint(rb.position);
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AddVectorObs(localPosRelToBody);
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AddVectorObs(bp.currentXNormalizedRot); // Current x rot
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AddVectorObs(bp.currentYNormalizedRot); // Current y rot
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AddVectorObs(bp.currentZNormalizedRot); // Current z rot
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AddVectorObs(bp.currentStrength / m_JdController.maxJointForceLimit);
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}
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}
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public override void CollectObservations()
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{
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m_JdController.GetCurrentJointForces();
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// Update pos to target
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m_DirToTarget = target.position - body.position;
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m_LookRotation = Quaternion.LookRotation(m_DirToTarget);
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m_TargetDirMatrix = Matrix4x4.TRS(Vector3.zero, m_LookRotation, Vector3.one);
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RaycastHit hit;
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if (Physics.Raycast(body.position, Vector3.down, out hit, 10.0f))
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{
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AddVectorObs(hit.distance);
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}
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else
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AddVectorObs(10.0f);
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// Forward & up to help with orientation
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var bodyForwardRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.forward);
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AddVectorObs(bodyForwardRelativeToLookRotationToTarget);
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var bodyUpRelativeToLookRotationToTarget = m_TargetDirMatrix.inverse.MultiplyVector(body.up);
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AddVectorObs(bodyUpRelativeToLookRotationToTarget);
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foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
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{
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CollectObservationBodyPart(bodyPart);
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}
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}
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/// <summary>
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/// Agent touched the target
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/// </summary>
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public void TouchedTarget()
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{
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AddReward(1f);
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if (respawnTargetWhenTouched)
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{
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GetRandomTargetPos();
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}
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}
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/// <summary>
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/// Moves target to a random position within specified radius.
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/// </summary>
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public void GetRandomTargetPos()
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{
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var newTargetPos = Random.insideUnitSphere * targetSpawnRadius;
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newTargetPos.y = 5;
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target.position = newTargetPos + ground.position;
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}
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public override void AgentAction(float[] vectorAction)
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{
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if (detectTargets)
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{
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foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
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{
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if (bodyPart.targetContact && !IsDone() && bodyPart.targetContact.touchingTarget)
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{
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TouchedTarget();
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}
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}
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}
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// If enabled the feet will light up green when the foot is grounded.
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// This is just a visualization and isn't necessary for function
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if (useFootGroundedVisualization)
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{
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foot0.material = m_JdController.bodyPartsDict[leg0Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot1.material = m_JdController.bodyPartsDict[leg1Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot2.material = m_JdController.bodyPartsDict[leg2Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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foot3.material = m_JdController.bodyPartsDict[leg3Lower].groundContact.touchingGround
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? groundedMaterial
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: unGroundedMaterial;
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}
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// Joint update logic only needs to happen when a new decision is made
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if (m_IsNewDecisionStep)
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{
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// The dictionary with all the body parts in it are in the jdController
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var bpDict = m_JdController.bodyPartsDict;
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var i = -1;
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// Pick a new target joint rotation
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bpDict[leg0Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg1Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg2Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg3Upper].SetJointTargetRotation(vectorAction[++i], vectorAction[++i], 0);
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bpDict[leg0Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg1Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg2Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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bpDict[leg3Lower].SetJointTargetRotation(vectorAction[++i], 0, 0);
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// Update joint strength
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bpDict[leg0Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg1Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg2Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg3Upper].SetJointStrength(vectorAction[++i]);
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bpDict[leg0Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg1Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg2Lower].SetJointStrength(vectorAction[++i]);
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bpDict[leg3Lower].SetJointStrength(vectorAction[++i]);
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}
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// Set reward for this step according to mixture of the following elements.
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if (rewardMovingTowardsTarget)
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{
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RewardFunctionMovingTowards();
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}
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if (rewardFacingTarget)
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{
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RewardFunctionFacingTarget();
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}
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if (rewardUseTimePenalty)
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{
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RewardFunctionTimePenalty();
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}
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IncrementDecisionTimer();
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}
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/// <summary>
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/// Reward moving towards target & Penalize moving away from target.
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/// </summary>
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void RewardFunctionMovingTowards()
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{
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m_MovingTowardsDot = Vector3.Dot(m_JdController.bodyPartsDict[body].rb.velocity, m_DirToTarget.normalized);
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AddReward(0.03f * m_MovingTowardsDot);
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}
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/// <summary>
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/// Reward facing target & Penalize facing away from target
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/// </summary>
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void RewardFunctionFacingTarget()
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{
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m_FacingDot = Vector3.Dot(m_DirToTarget.normalized, body.forward);
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AddReward(0.01f * m_FacingDot);
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}
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/// <summary>
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/// Existential penalty for time-contrained tasks.
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/// </summary>
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void RewardFunctionTimePenalty()
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{
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AddReward(-0.001f);
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}
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/// <summary>
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/// Loop over body parts and reset them to initial conditions.
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/// </summary>
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public override void AgentReset()
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{
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if (m_DirToTarget != Vector3.zero)
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{
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transform.rotation = Quaternion.LookRotation(m_DirToTarget);
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}
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transform.Rotate(Vector3.up, Random.Range(0.0f, 360.0f));
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foreach (var bodyPart in m_JdController.bodyPartsDict.Values)
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{
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bodyPart.Reset(bodyPart);
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}
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if (!targetIsStatic)
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{
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GetRandomTargetPos();
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}
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m_IsNewDecisionStep = true;
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m_CurrentDecisionStep = 1;
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}
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}
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